• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:17
CET 13:17
KST 21:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational12SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)22Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! herO wins SC2 All-Star Invitational Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ Fantasy's Q&A video BW General Discussion
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread NASA and the Private Sector
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2112 users

Simple Questions Simple Answers - Page 595

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 593 594 595 596 597 900 Next
KotB
Profile Joined April 2012
United States4 Posts
April 03 2012 17:16 GMT
#11881
On April 04 2012 01:12 Iyerbeth wrote:
Show nested quote +
On April 04 2012 01:08 CookieMaker wrote:
On April 03 2012 23:47 Iyerbeth wrote:
On April 03 2012 23:42 Abusion wrote:
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?


24 is actually oversaturated. On 8 patches, 2 on each would be 16 and then for absolute maximum you only need one more for each distant patch (so really not more than 20 or 21). Typically you'd stop at 16 though because the third drone on far patches gives less income than the others.

As to your question, a resource not often talked about is time, so if you have the mineral income to do so you should absolutely spend the time producing some extra Probes as your third base is building up. There are times when you will intentionally be cutting Probes for a timing or something, but that not being the case you want to get your economy as strong as possible, as fast as possible. The sooner you have saturated your third, the faster it can pay for itself, and the less risk you're taking.


Actually, Saturated does = 24 by the definition of the word. This means that adding more harvesters yields no gain However, "Optimal" = 16.... What this means is that each worker up to 16 will yield the the FULL benefit of adding 1 worker. Any workers added between 16-24 will only "Marginally" increase your income rate. I'll find the full thread on this, then report back

EDIT: Thanks Sheth! http://www.teamliquid.net/forum/viewmessage.php?topic_id=219257

And the answer is yes and no to the original question.... Are you planning a 2base timing push? then yes, stop making probes. Do you plan on taking your third soon? Is it already building? Then yes, keep making probes!


Edit: Hmmm I would argue that Sheth was actually wrong in saying 24 is the upper limit, but I'd need to do more research as per the reasoning in this post as it was originally:

Hey, I did use the right term! 24 is over saturated as close mineral patches gain no benefit at all from a third Drone, and so you'd only at most for full saturation need 1 more for each distant patch, which is to say 20 or 21, depending on how many close patches. Which is what I said.

But yeah, we're basically agreeing so far as I can tell.


Barrin posted some data on mineral collection rates that directly address this in the Breadth of Gameplay in SC2 thread.
Barrin wrote:
[image loading]

Adding a 3rd worker per patch, even the near ones, increases mineral collection rate. Full saturation then requires, at minimum, 3 workers per patch -- 24. CookieMaker has this correct: 16 workers gives the most return on a per worker basis, but going up to 24 gives you the highest possible total income on one base.
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 03 2012 17:17 GMT
#11882
On April 04 2012 02:16 KotB wrote:
Show nested quote +
On April 04 2012 01:12 Iyerbeth wrote:
On April 04 2012 01:08 CookieMaker wrote:
On April 03 2012 23:47 Iyerbeth wrote:
On April 03 2012 23:42 Abusion wrote:
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?


24 is actually oversaturated. On 8 patches, 2 on each would be 16 and then for absolute maximum you only need one more for each distant patch (so really not more than 20 or 21). Typically you'd stop at 16 though because the third drone on far patches gives less income than the others.

As to your question, a resource not often talked about is time, so if you have the mineral income to do so you should absolutely spend the time producing some extra Probes as your third base is building up. There are times when you will intentionally be cutting Probes for a timing or something, but that not being the case you want to get your economy as strong as possible, as fast as possible. The sooner you have saturated your third, the faster it can pay for itself, and the less risk you're taking.


Actually, Saturated does = 24 by the definition of the word. This means that adding more harvesters yields no gain However, "Optimal" = 16.... What this means is that each worker up to 16 will yield the the FULL benefit of adding 1 worker. Any workers added between 16-24 will only "Marginally" increase your income rate. I'll find the full thread on this, then report back

EDIT: Thanks Sheth! http://www.teamliquid.net/forum/viewmessage.php?topic_id=219257

And the answer is yes and no to the original question.... Are you planning a 2base timing push? then yes, stop making probes. Do you plan on taking your third soon? Is it already building? Then yes, keep making probes!


Edit: Hmmm I would argue that Sheth was actually wrong in saying 24 is the upper limit, but I'd need to do more research as per the reasoning in this post as it was originally:

Hey, I did use the right term! 24 is over saturated as close mineral patches gain no benefit at all from a third Drone, and so you'd only at most for full saturation need 1 more for each distant patch, which is to say 20 or 21, depending on how many close patches. Which is what I said.

But yeah, we're basically agreeing so far as I can tell.


Barrin posted some data on mineral collection rates that directly address this in the Breadth of Gameplay in SC2 thread.
Show nested quote +
Barrin wrote:
[image loading]

Adding a 3rd worker per patch, even the near ones, increases mineral collection rate. Full saturation then requires, at minimum, 3 workers per patch -- 24. CookieMaker has this correct: 16 workers gives the most return on a per worker basis, but going up to 24 gives you the highest possible total income on one base.


Thank you. Happy to be corrected.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
crocodile
Profile Joined February 2011
United States615 Posts
April 03 2012 18:36 GMT
#11883
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Zoedgy
Profile Joined March 2012
6 Posts
April 03 2012 21:00 GMT
#11884
I heard from some guy that Hydras were getting a speed upgrade in Heart of the swarm. BUT after watching a unit and upgrade overview i didnt see anything about hydra speed. Does anyone know if as of now there is a hydra change on the table as of now?
Snight
Profile Joined January 2011
United Kingdom11 Posts
April 03 2012 23:06 GMT
#11885
Any tips for learning to use location hotkeys? I suck at them and I think it might improve my gameplay
Snight
Profile Joined January 2011
United Kingdom11 Posts
April 03 2012 23:07 GMT
#11886
On April 04 2012 03:36 crocodile wrote:
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?

Whether he expands ????
arb
Profile Blog Joined April 2008
Noobville17921 Posts
April 04 2012 03:53 GMT
#11887
What are the current popular Protoss builds at the moment per matchup?
Artillery spawned from the forges of Hell
phiinix
Profile Blog Joined February 2011
United States1169 Posts
April 04 2012 05:13 GMT
#11888
On April 04 2012 03:36 crocodile wrote:
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?


nothing really. Saves 100 minerals. gets stalker out a little faster. Lets say you open 12 rax 13 gas, what's the significance of skipping the first marine and going straight for a marauder first? not much.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
April 04 2012 06:38 GMT
#11889
On April 04 2012 03:36 crocodile wrote:
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?

It just indicates that we think we can get away with it. The first Zealot is used with the first Stalker (and often a Probe) to poke your front in a lot of builds, and it's necessary to defend some very early timings from the Terran, not building it is just a little bit greedy and means that whatever we were planning to do is going to come a tiny bit faster. Alternatively, if you were building two rax, it means you're probably going to get to so some damage early on, but it doesn't really telegraph much about the build that's going to follow.
The frumious Bandersnatch
ricecake
Profile Joined October 2010
152 Posts
April 04 2012 07:37 GMT
#11890
In TvZ, what are some tells I can look for to see if he is going for a fast roach push?
Steak's hair gives him super strength!
thekhan
Profile Joined August 2010
42 Posts
April 04 2012 07:40 GMT
#11891
On April 04 2012 16:37 ricecake wrote:
In TvZ, what are some tells I can look for to see if he is going for a fast roach push?


check their gas timing, if their still mining gas after the intitial 100 gas for speed then they will probably do some kind of pressure. Another way to deal with it is to use your hellions and immediately see the front of their natural expo if there is no spine expect roach pressure, if you see roaches already made immediately start bunkers + marauders and delay wtih hellions without them dying.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 04 2012 07:53 GMT
#11892
On April 04 2012 12:53 arb wrote:
What are the current popular Protoss builds at the moment per matchup?


Tough question, toss openings are probably being experimented with the most these days.

PvT still kinda volatile but anything from Nexus-first to 3-gate pressure (depending on scouting). Usually works up to 3base colossi, then templar+storm.

PvZ at the pro level it's FFE into (usually) some form of 2base hard timing, or 3base deathball. Usually only3base when the 3rd is really easy to take, otherwise the zergs have gotten really good at keeping protosses on 2bases on a lot of maps.

PvP robo/blink play off 2-3 gates, expanding when safe.
Micro your Macro
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 04 2012 07:55 GMT
#11893
On April 04 2012 08:06 Snight wrote:
Any tips for learning to use location hotkeys? I suck at them and I think it might improve my gameplay


Race? When I play zerg, I use them for my 1st, 2nd and 3rd hatch locations to easily snag drones or defend drops. Terran I usually set one to my main rally point. Tips for learning? Sorry, just, force yourself to do it routinely, until you find yourself doing it under some pressure situations, then all of htem.
Micro your Macro
maximizer
Profile Joined December 2011
Germany24 Posts
April 04 2012 14:05 GMT
#11894
Hello, I want to pick a good, (or a couple good) solid macro-game and standard play build(s) for playing TvZ on ladder. I have decided to go for a reactored helion expand with 3rax stim and reactored starport into 12marine-medivac harass/drop followup and marine-tank-medivac-play in the midgame.

My question regards the opener. Both the 13 gas with immediate reactored helions aswell as the 1rax FE and slightly delayed reactored helions/followup are quite popular and are used consistently by Korean pros, thats why I think there is no clear answer that one of them is better than the other. Could someone explain what would lead to the choice to pick one opener over the other, maybe with map specific reasons etc?

thanks
Forbidden17
Profile Joined December 2011
666 Posts
April 04 2012 14:15 GMT
#11895
On April 04 2012 03:36 crocodile wrote:
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?

not a lot tbh, a bigger tell is his gas timing. If you do suspect a 1gate fe go ahead and throw down that engi bay at his natural. Screws him over pretty hard if he was planning to do that.

Rescout to confirm he's not 1basing ~5:15 or however long it takes him to clear your engi bay. If it gets completely denied and you're weary of an all-in it's worth a scan to be safe.

On April 04 2012 08:06 Snight wrote:
Any tips for learning to use location hotkeys? I suck at them and I think it might improve my gameplay

definitely start using them, they make you so much more fluid mechanically (if you are protoss/terran, there are arguments as to why you wouldn't use them as zerg but it depends on your setup). Make it a point to always return to your base with camera hotkeys. If you place a pylon/depot at the corner of your base, camera hotkey -> shift queue that worker back to mining. I would go as far as to disable scrolling for a few games just to get in the habit. Just play more games and soon it will feel very natural, then you can start binding your other bases, your rally point, proxy pylons, creepturmors whatever you feel would be helpful.

Personally I rebind f1 (idle worker key) to a camera hotkey and use that for my main. I'd imagine I would want to go to my main a hell of a lot more often than selecting idle workers.

On April 04 2012 16:53 CookieMaker wrote:
Show nested quote +
On April 04 2012 12:53 arb wrote:
What are the current popular Protoss builds at the moment per matchup?


Tough question, toss openings are probably being experimented with the most these days.

PvT still kinda volatile but anything from Nexus-first to 3-gate pressure (depending on scouting). Usually works up to 3base colossi, then templar+storm.

PvZ at the pro level it's FFE into (usually) some form of 2base hard timing, or 3base deathball. Usually only3base when the 3rd is really easy to take, otherwise the zergs have gotten really good at keeping protosses on 2bases on a lot of maps.

PvP robo/blink play off 2-3 gates, expanding when safe.

I was under the impression 98% of PvTs is some form of 1gate FE.

On April 04 2012 16:37 ricecake wrote:
In TvZ, what are some tells I can look for to see if he is going for a fast roach push?

You can clear the towers with a few marines while sending an scv to rescout at 5-6mins. Unless he opened gas first (which should set off alarm bells) he won't have speed to shut down your scv scout.

Oh and if you run into me on ladder, you should always expect a fast roach push ^^
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
April 04 2012 15:46 GMT
#11896
On April 04 2012 03:36 crocodile wrote:
In TvP, what is the significance of the Protoss skipping the first Zealot and just chronoing out the first stalker? I used to think it just indicated a greedy 1g expo, but I've seen a 3g Void Ray allin follow up. I know there are lots of possible follow ups, but what can it indicate about the Protoss' build?


Don't try to read too much into it. Skipping the first Zealot can mean anything.
I usually always skip the first Zealot unless I scout something really crazy. It can still mean a 4gate off of 3 - 6 Stalkers, it could mean Blink, it could mean 1 Gate FE (either with Stalker pressure or the Naniwa Sentry only style). I could continue... what I am trying to tell you is that it doesn't really mean anything yet. What's much more important to look out for at the beginning is what the Chronoboost is spent on. If you see that he uses all his Chrono on probes you can expect a 1Gate expo or even a 1Gate expo before Cybernetics Core but that also depends on what you do. If you don't show the sign of any expo, that makes a Protoss quite paranoid and he might add Gates quicker and a Robo (once again depending on his scouting, like if he got into your base, saw the gas timing etc.) I am making this more and more complicated.

TL;DR: It doesn't have to mean anything. Don't over-analyze it.
Pay more attention to what the Chronoboost is spent on.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Mattson
Profile Blog Joined April 2012
Canada188 Posts
April 04 2012 17:00 GMT
#11897
Hello. I'm new to Starcraft 2. I've been playing mostly single player games against the AI because I suck so much whenever I go online... LOL anyway, I do have lots of questions.

Lets say I have a group of Banelings set to one ctrl group and zerglings set to another. Lets assume I scout an army of marines marauders and medivacs making a b-line to my base.

How long of a delay should there be between my zerglings hitting the mass of marines and my banelings hitting them? Or to put another way, how long should I wait to send in my banelings after sending in an army of zerglings.... assume they start from the same position so you can't dodge the question by saying it's situational or some nonsense like that.

Medivacs. Assuming I went Baneling Speed/Zergling Speed early and I was able to take out all the marines with my bane/ling push, what would be the best way to go about dealing with the left over medivacs... Mutalisks or Infestors? ... I have no idea how to use the infestor lol.

My friends are actually bringing over laptops to play SC2 with me today. My friends set up lame rules like "no rushing until 15 minutes." Is burrowing a bunch of banelings outside my friend's ramp considered a rush? Is it considered cheese? Also, do terran sensor towers detect burrowed units?

When doing a 2v2 with a non-zerg partner, why is it so fun to spread creep into my partners base? I know I shouldn't be doing it but I just can't help myself.

Overseers... when, where, and why?

Fuck Marry Kill. Zerg, Protoss, Terran?
Cynicism isn't wisdom; it's a lazy way to say that you've been burned. Seems if anything you'd be less certain after everything you ever learned.
Drowzee
Profile Joined June 2011
40 Posts
Last Edited: 2012-04-04 18:55:26
April 04 2012 18:52 GMT
#11898
how to pull probes effectively to not lose all of them to a hellion drop? im mid diamond right now, and my problem is drop play, i tried to pull my probes around my nexus but it didnt work out to well, terran killed like all of them with 3 (regular) hellions. is there a trick to pull them in a way they dont get roasted by hellions?
something i can think about right now is to click on a mineral at my natural to evacuate them, but i think they would stack up too much?

is it the same way like splitting marines against banelings? if yes then i am screwed^^. i cant imagine me to handle the units in such a panic situation correctly and would send them all directly in the lane of fire instead =/
Kurt Blanken
Profile Joined December 2010
United States8 Posts
April 04 2012 19:47 GMT
#11899
On April 05 2012 02:00 Mattson wrote:
My friends are actually bringing over laptops to play SC2 with me today. My friends set up lame rules like "no rushing until 15 minutes." Is burrowing a bunch of banelings outside my friend's ramp considered a rush? Is it considered cheese? Also, do terran sensor towers detect burrowed units?


You should ask your friend what he considers rushing to be. Anything after 8 minutes is not considered a rush, so maybe he meant to say no attacking/harass until 15 minutes?
NeonFox
Profile Joined January 2011
2373 Posts
April 04 2012 19:57 GMT
#11900
On April 04 2012 06:00 Zoedgy wrote:
I heard from some guy that Hydras were getting a speed upgrade in Heart of the swarm. BUT after watching a unit and upgrade overview i didnt see anything about hydra speed. Does anyone know if as of now there is a hydra change on the table as of now?


Yes it was mentioned during blizzcon, hydras getting a speed boost in the form of an upgrade researchable at hive tech.
Prev 1 593 594 595 596 597 900 Next
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
12:00
Bonus Cup #2
uThermal279
SteadfastSC15
Liquipedia
RongYI Cup
11:00
Group D
Cyan vs KrystianerLIVE!
Maru vs Solar
RotterdaM1029
ComeBackTV 967
IndyStarCraft 331
Harstem205
BRAT_OK 132
Rex121
3DClanTV 87
Liquipedia
Replay Cast
09:00
Rongyi Cup S3 - Group C
CranKy Ducklings123
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1029
IndyStarCraft 325
uThermal 257
Harstem 205
BRAT_OK 132
Rex 121
SteadfastSC 15
StarCraft: Brood War
Horang2 6293
Sea 4883
Rain 2241
Hyuk 1610
Jaedong 904
Shuttle 807
BeSt 448
Stork 434
GuemChi 425
firebathero 412
[ Show more ]
EffOrt 359
Larva 357
Mini 349
actioN 320
Last 240
Light 205
ggaemo 157
ZerO 154
Hyun 123
hero 102
Rush 102
Soulkey 92
Killer 90
Pusan 87
Sharp 77
Mind 69
Mong 63
Yoon 48
Barracks 46
Sea.KH 40
Backho 39
Hm[arnc] 22
soO 21
yabsab 20
Free 19
GoRush 19
sorry 16
ajuk12(nOOB) 13
Noble 12
JulyZerg 11
zelot 11
Shine 9
Icarus 4
Terrorterran 2
Dota 2
420jenkins1322
Fuzer 191
XcaliburYe138
canceldota71
Counter-Strike
zeus1335
edward103
Super Smash Bros
Mew2King58
Heroes of the Storm
Khaldor200
Other Games
gofns13374
singsing1994
XaKoH 162
Sick154
ToD44
ZerO(Twitch)11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Gemini_19 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2197
Upcoming Events
BSL 21
2h 43m
Replay Cast
11h 43m
Wardi Open
1d 1h
Monday Night Weeklies
1d 4h
OSC
1d 11h
Replay Cast
1d 20h
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
The PondCast
3 days
[ Show More ]
HomeStory Cup
4 days
Korean StarCraft League
5 days
HomeStory Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-01-24
OSC Championship Season 13
Tektek Cup #1

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.